package com.e2u.game;

//http://topic.csdn.net/u/20100612/03/A8D7B257-4385-4BB8-82FF-4A51AC3BD810.html

import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.*;
import javax.swing.Timer;

public class Tetris extends JFrame
{
	public Tetris()
	{
		Tetrisblok a = new Tetrisblok();
		addKeyListener(a);
		add(a);
	}

	public static void main(String[] args)
	{
		Tetris frame = new Tetris();
		JMenuBar menu = new JMenuBar();
		frame.setJMenuBar(menu);
		JMenu game = new JMenu("游戏");
		JMenuItem newgame = game.add("新游戏");
		JMenuItem pause = game.add("暂停");
		JMenuItem goon = game.add("继续");
		JMenuItem exit = game.add("退出");
		JMenu help = new JMenu("帮助");
		JMenuItem about = help.add("关于");
		menu.add(game);
		menu.add(help);
		frame.setLocationRelativeTo(null);
		frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
		frame.setSize(220, 275);
		frame.setTitle("Tetris内测版");
		// frame.setUndecorated(true);
		frame.setVisible(true);
		frame.setResizable(false);

	}
}

// 创建一个俄罗斯方块类
class Tetrisblok extends JPanel implements KeyListener
{

	// blockType 代表方块类型
	// turnState代表方块状态
	private int blockType;
	private int score = 0;

	private int turnState;

	private int x;

	private int y;

	private int i = 0;

	int j = 0;
	int flag = 0;
	// 定义已经放下的方块x=0-11,y=0-21;
	int[][] map = new int[13][23];

	// 方块的形状 第一组代表方块类型有S、Z、L、J、I、O、T 7种 第二组 代表旋转几次 第三四组为 方块矩阵
	private final int shapes[][][] = new int[][][] {
	// i
		{ { 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 },
			{ 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0 } },
		// s
		{ { 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
			{ 0, 1, 1, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 0, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 } },
		// z
		{ { 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 0, 1, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 } },
		// j
		{ { 0, 1, 0, 0, 0, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 },
			{ 1, 0, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
		// o
		{ { 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
		// l
		{ { 1, 0, 0, 0, 1, 0, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 1, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
			{ 0, 0, 1, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 } },
		// t
		{ { 0, 1, 0, 0, 1, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 0, 1, 0, 0, 1, 1, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0 },
			{ 1, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
			{ 0, 1, 0, 0, 0, 1, 1, 0, 0, 1, 0, 0, 0, 0, 0, 0 } } };

	// 生成新方块的方法
	public void newblock()
	{
		blockType = (int) (Math.random() * 1000) % 7;
		turnState = (int) (Math.random() * 1000) % 4;
		x = 4;
		y = 0;
		if(gameover(x, y) == 1)
		{

			newmap();
			drawwall();
			score = 0;
			JOptionPane.showMessageDialog(null, "GAME OVER");
		}
	}

	// 画围墙
	public void drawwall()
	{
		for(i = 0; i < 12; i++)
		{
			map[i][21] = 2;
		}
		for(j = 0; j < 22; j++)
		{
			map[11][j] = 2;
			map[0][j] = 2;
		}
	}

	// 初始化地图
	public void newmap()
	{
		for(i = 0; i < 12; i++)
		{
			for(j = 0; j < 22; j++)
			{
				map[i][j] = 0;
			}
		}
	}

	// 初始化构造方法
	Tetrisblok()
	{
		newblock();
		newmap();
		drawwall();
		Timer timer = new Timer(1000, new TimerListener());
		timer.start();
	}

	// 旋转的方法
	public void turn()
	{
		int tempturnState = turnState;
		turnState = (turnState + 1) % 4;
		if(blow(x, y, blockType, turnState) == 1)
		{
		}
		if(blow(x, y, blockType, turnState) == 0)
		{
			turnState = tempturnState;
		}
		repaint();
	}

	// 左移的方法
	public void left()
	{
		if(blow(x - 1, y, blockType, turnState) == 1)
		{
			x = x - 1;
		}
		repaint();
	}

	// 右移的方法
	public void right()
	{
		if(blow(x + 1, y, blockType, turnState) == 1)
		{
			x = x + 1;
		}
		repaint();
	}

	// 下落的方法
	public void down()
	{
		if(blow(x, y + 1, blockType, turnState) == 1)
		{
			y = y + 1;
			delline();
		}
		if(blow(x, y + 1, blockType, turnState) == 0)
		{
			add(x, y, blockType, turnState);
			newblock();
			delline();
		}
		repaint();
	}

	// 是否合法的方法
	public int blow(int x, int y, int blockType, int turnState)
	{
		for(int a = 0; a < 4; a++)
		{
			for(int b = 0; b < 4; b++)
			{
				if(((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x
					+ b + 1][y + a] == 1))
					|| ((shapes[blockType][turnState][a * 4 + b] == 1) && (map[x
						+ b + 1][y + a] == 2)))
				{

					return 0;
				}
			}
		}
		return 1;
	}

	// 消行的方法
	public void delline()
	{
		int c = 0;
		for(int b = 0; b < 22; b++)
		{
			for(int a = 0; a < 12; a++)
			{
				if(map[a][b] == 1)
				{

					c = c + 1;
					if(c == 10)
					{
						score += 10;
						for(int d = b; d > 0; d--)
						{
							for(int e = 0; e < 11; e++)
							{
								map[e][d] = map[e][d - 1];

							}
						}
					}
				}
			}
			c = 0;
		}
	}

	// 判断你挂的方法
	public int gameover(int x, int y)
	{
		if(blow(x, y, blockType, turnState) == 0)
		{
			return 1;
		}
		return 0;
	}

	// 把当前添加map
	public void add(int x, int y, int blockType, int turnState)
	{
		int j = 0;
		for(int a = 0; a < 4; a++)
		{
			for(int b = 0; b < 4; b++)
			{
				if(map[x + b + 1][y + a] == 0)
				{
					map[x + b + 1][y + a] = shapes[blockType][turnState][j];
				}
				j++;
			}
		}
	}

	private Color getColor()
	{
		Color color = Color.BLACK;
		switch(blockType)
		{
		case 0:
			color = Color.RED;
			break;
		case 1:
			color = Color.BLUE;
			break;
			default:
				color = Color.CYAN;
		}
		return color;
	}
	// 画方块的的方法
	public void paintComponent(Graphics g)
	{
		super.paintComponent(g);
		// 画当前方块
		for(j = 0; j < 16; j++)
		{
			if(shapes[blockType][turnState][j] == 1)
			{
				g.fillRect((j % 4 + x + 1) * 10, (j / 4 + y) * 10, 10, 10);
			}
		}
		// 画已经固定的方块
		for(j = 0; j < 22; j++)
		{
			for(i = 0; i < 12; i++)
			{
				if(map[i][j] == 1)
				{
					g.fillRect(i * 10, j * 10, 10, 10);

				}
				if(map[i][j] == 2)
				{
					g.drawRect(i * 10, j * 10, 10, 10);

				}
			}
		}
		g.drawString("score=" + score, 125, 10);
		g.drawString("抵制不良游戏，", 125, 50);
		g.drawString("拒绝盗版游戏。", 125, 70);
		g.drawString("注意自我保护，", 125, 90);
		g.drawString("谨防受骗上当。", 125, 110);
		g.drawString("适度游戏益脑，", 125, 130);
		g.drawString("沉迷游戏伤身。", 125, 150);
		g.drawString("合理安排时间，", 125, 170);
		g.drawString("享受健康生活。", 125, 190);
	}

	// 键盘监听
	public void keyPressed(KeyEvent e)
	{
		switch(e.getKeyCode())
		{
		case KeyEvent.VK_DOWN:
			down();
			break;
		case KeyEvent.VK_UP:
			turn();
			break;
		case KeyEvent.VK_RIGHT:
			right();
			break;
		case KeyEvent.VK_LEFT:
			left();
			break;
		}

	}

	// 无用
	public void keyReleased(KeyEvent e)
	{
	}

	// 无用
	public void keyTyped(KeyEvent e)
	{
	}

	// 定时器监听
	class TimerListener implements ActionListener
	{
		public void actionPerformed(ActionEvent e)
		{

			repaint();
			if(blow(x, y + 1, blockType, turnState) == 1)
			{
				y = y + 1;
				delline();
			}
			if(blow(x, y + 1, blockType, turnState) == 0)
			{

				if(flag == 1)
				{
					add(x, y, blockType, turnState);
					delline();
					newblock();
					flag = 0;
				}
				flag = 1;
			}
		}
	}
}
